X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=767f527a9034b97f352c66eda80f42d3f6569c0b;hb=1bc2f230105ad6e1ee8d999ddc079cd85d244bf9;hp=7ee5f4306a228260f172d594c8776056020fcb6d;hpb=2da9efc1037fba0461303327151318b8edf4dfc7;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index 7ee5f43..767f527 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -45,19 +45,17 @@ public: /// check if this ray hits a block /// depth in the collision is the distance between the ray's /// origin and the intersection point - /// M is the global transform for given reference chunk + /// reference is the chunk offset of the ray in world space bool Intersection( const Ray &, - const glm::mat4 &M, - const Chunk::Pos &reference, + const ExactLocation::Coarse &reference, WorldCollision &); /// check if this ray hits an entity /// intersections with the reference are not tested - /// M is the global transform for the chunk of given reference entity + /// the ray is assumed to be in world space offset by entity's chunk coords bool Intersection( const Ray &, - const glm::mat4 &M, const Entity &reference, EntityCollision &); @@ -130,6 +128,14 @@ private: const EntityState & ); + /// calculate light direction and intensity at entity's location + void GetLight( + const Entity &entity, + glm::vec3 &direction, + glm::vec3 &color, + glm::vec3 &ambient + ); + private: Config config;